Gurdurr (Analysis)

[Overview]

<p>With a poor movepool, stats that
leave much to be desired, and being virtually required to use Eviolite, Gurdurr may seem to pale in comparison to other Fighting-types in RU. It is not the strongest, quickest, nor bulkiest of the many Fighting-types in the tier, but it can still set itself apart. The ability to use Eviolite and access to STAB Drain Punch and Mach Punch as well as one of the best abilities for a physical sweeper, Guts, are all good reasons to use Gurdurr. The idea is to play it like a mini Conkeldurr. If you're looking for a Pokemon who can speedily rip the opponent's team apart with immediate power, then Gurdurr is not the guy for you. However, if you need someone who can take hits and retaliate strongly, look no further; Gurdurr is the perfect fit for your team.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]

<p>Bulk Up
is perhaps the best boosting move for a bulky sweeper like Gurdurr, increasing its Attack and Defense; in conjunction with the recovery afforded by Drain Punch, this will let it live longer and hit harder. Drain Punch is especially useful as Gurdurr doesn't even have Leftovers to restore health. Payback is the primary coverage option to allow it to take on Ghost-types better, while Stone Edge hits Flying-types such as Honchkrow and Moltres. Mach Punch enables Gurdurr to pick off faster threats, giving it useful priority and hitting pretty hard after a Bulk Up boost.</p>

[ADDITIONAL COMMENTS]

<p>
Careful as well as max HP and Special Defense EV investment shore up Gurdurr's weaker defense; Bulk Up buffers it on the physical side anyway. Eviolite is by far the best item for the immense boost it grants to Gurdurr's defenses.Guts allows Gurdurr to fearlessly take on random Scalds and gain power from a possible burn.While Guts helps to beat Ghost-types, it only helps once against Cofagrigus, due to Mummy. Entei and Emboar thus make good teammates, as they can come in on Will-O-Wisp and retaliate with a Choice Band-boosted STAB Flare Blitz. Furthermore, Gurdurr is stopped dead by Qwilfish and Eviolite Gligar. Cryogonal makes a good teammate in this respect because it can scare off Gligar and Rapid Spin away the hazards that Qwilfish may set up. Galvantula can also deal with the aforementioned threats with Hidden Power Ice and STAB Thunder.</p>

<p>Toxic or Toxic Spikes can severely shorten Gurdurr's life
; cleric support can heal Gurdurr of the former, while a grounded Poison-type or a Rapid Spin user can help with the latter. Again, Cryonogal is a useful teammate, spinning away Toxic Spikes that, while giving Gurdurr more power, makes it die much sooner. Skuntank also makes an exceptional teammate, as it is immune to Toxic and can soak up Toxic Spikes. Skuntank can also utilize Pursuit to put quick, frail Psychic-types in a checkmate position. As far as clerics go, Clefable and Audino are usable, but neither of them share much synergy with Gurdurr.</p>

[Other Options]

<p>Gurdurr has many other options
, but is outclassed by other Fighting-types in these roles. For example, while Gurdurr is capable of running a Guts set with a status Orb, and a movepool of Facade, Drain Punch, Mach Punch, and Payback, it is outclassed in this by Hariyama, and suffers greatly from the loss of Eviolite. In general, Gurdurr has to choose between good bulk courtesy of Eviolite or offensive boosts from other items (and pitiful defenses). A Substitute + Focus Punch set could be viable, but this would leave Gurdurr without Drain Punch or Mach Punch, and access to both those moves is one of the things that sets it apart. Finally, a Choice Band set could be viable, but such a set would be outclassed completely by just about every Fighting-type in the game.</p>

[Checks and Counters]

<p>Qwilfish with Intimidate can set up Spikes on Gurdurr with impunity, taking little damage even from its boosted attacks. Gligar can Toxic, Taunt,
or lay Stealth Rock while only "fearing" a non-STAB Payback from Gurdurr; Toxic damage severely reduces its longevity, particularly without Leftovers to offset this at least slightly. If Gurdurr picks Payback, Honchkrow can come in and threaten with Brave Bird, while if Stone Edge is used, then Psychic-types can check it with admirable ease, KOing it with their STAB attacks. Medicham and Gallade are especially good checks in this regard, because they resist both Stone Edge and Drain Punch and can KO back with Psycho Cut.</p>

[Dream World]

<p>Iron Fist would
definitely be usable considering Gurdurr's access to Drain Punch, Mach Punch, and Focus Punch, but getting Attack boosts from burns and other status is generally too good to pass up.</p>
 
Mention SubPunch somewhere? It's got the defenses for it, even if lack of Leftovers sucks, and STAB Focus Punch shouldn't be passed up easily.
 
remove add comments

[Overview]

<p>With a poor movepool, stats that are lacking leave much to be desired or simply "mediocre stats", and almost being virtually required to use Eviolite, it can be tough to find a reason to use Gurdurr over may seem to pale in comparison to other Fighting-types. Gurdurr is neither not the strongest, quickest, or has the highest defenses bulkiest of the many Fighting-types in the tier, but he can still set himself apart. Being allowed to use the The capability to use Eviolite, having access to STAB Drain Punch and Mach Punch, and one of the best abilities for a physical sweeper, Guts, are all good reasons to use Gurdurr. The idea is to almost play him as somewhat of a mini Conkeldurr. If you're looking for a poke Pokemon who can speedily rip the opponent's team apart with his immediate sheer power, then this Gurdurr is not the guy for you. But However, if you're looking for someone who can take hits and retaliate, then Gurdurr can be used well on consider "is a perfect fit for", it's stronger imo, but - your preference your team.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]

<p>Bulk Up greatly helps is perhaps the best boosting move for a bulky sweeper like Gurdurr, increasing his Attack and Defense to let him live longer and hit harder. Drain Punch is especially useful, especially as Gurdurr won't even have Leftovers to restore his health. Payback is the primary coverage option so he can take on Ghosts-types better, while Stone Edge can be useful to hits Flying-types such as Honchkrow or and Moltres. Mach Punch is useful to hit those pokes who are faster than you and have little health left or "enables Gurdurr to" pick off faster threats. Eviolite is the required as Gurdurr will have unappealing defenses without it by far the best item for the immense boost it grants to Gurdurr's defenses. Guts is useful to allows Gurdurr to fearlessly take on random Scalds and gain power from it a possible burn. Careful as well as "along with" seems better to me but again, yours isn't wrong max HP and Special Defense EV investment are to boost the defensive half that doesn't benefit from Bulk Up. Not to mention Gurdurr's Special Defense just plain sucks without investment shore up Gurdurr's weaker defense; Bulk Up buffers him on the physical side anyway.</p>

[ADDITIONAL COMMENTS]

<p>While Guts helps to beat Ghosts-types, it Gurdurr would still like appreciates support to beat Sableye and Cofagrigus. Entei or and Emboar thus make good teammates, as they can come in on a Will-O-Wisp and punish Sableye counter with a Choice Band-boosted STAB Flare Blitz. Swellow, the perfect counter to Sableye, is naturally also a good teammate because it's the perfect counter to Sableye; it eats up comfortably sponges Will-O-Wisps why? and is immune to Night Shade. Furthermore, Gurdurr is also stopped dead by Qwilfish and Eviolite Gligar. Cryogonal makes a good teammate in this respect because it he/she can scare off Gligar and can Rapid Spin away any hazards that Qwilfish might want to may set up. Galvantula can also deal with the aforementioned threats with a Hidden Power Ice or STAB Thunder.</p>

<p>Toxic or Toxic Spikes can severly shorten Gurdurr's life; cleric support can heal Gurdurr of the former, while a grounded Poison-type or a Rapid Spinner can help with the latter. Again, Cryonogal is a useful teammate, spinning away Toxic Spikes that, while giving Gurdurr more power, would makes him die much quicker more quickly. A Heal Beller or a Poison type can be helpful to eradicate or prevent Gurdurr getting poisoned. Skuntank makes an exceptional teammate for this too, as he can take a Toxic or soak up Toxic Spikes. Also, most Skuntank carry He can also utilize Pursuit which is useful to put Alakazam and other quick, frail Psychic-types in a checkmate position. As far as Heal Bellers clerics go, Clefable or and Audino can work are usable, but neither of them share much synergy with Gurdurr.</p>

[Other Options]

<p>Gurdurr has many other options available, it's just that to use them would be to be but is outclassed by another Fighting-type in many of these roles. Gurdurr could use For example, while Gurdurr is capable of running a Guts set with a status orb, Facade, Drain Punch, Mach Punch, and Payback, but it would leave Gurdurr he is outclassed in this by Hariyama, without and suffers greatly from the loss of Eviolite. With Gurdurr, there's a choice of using an Eviolite and having good defenses and the ability to use other sets, or not using an Eviolite and having pitiful defenses. In general, Gurdurr has to choose between good bulk courtesy of Eviolite or offensive boosts from other items (and pitiful defenses).</p>
<remove paragraph>
<p>
A Substitute + Focus Punch set could work with Focus Punch be viable, but it this would leave Gurdurr without Drain Punch or Mach Punch, and the use of access to both those moves is one of the things that sets it him apart.</p>
<remove paragraph>
<p>
Finally, a Choice Band set might work, but it if you keep this, change "it" to "he" would be very outclassed by just about every Fighting-type in the game.</p>

[Checks and Counters]

<p>Qwilfish with Intimidate can set up hazards on Gurdurr with impunity. Gligar can Toxic, Taunt, or lay Stealth Rock Roost, Earthquake, and set up rocks on Gurdurr, while only fearing a non-STAB Payback in return from Gurdurr; Toxic damage can rack up a lot particularly without Leftovers to offset the damage a little bit this at least slightly. If Gurdurr picks Payback, then Honchkrow can come in and threaten with Brave Bird, while if Gurdurr picks Stone Edge, then Alakazam can come switch in and fire off powerful Psychics.</p>

[Dream World]

<p>Iron Fist would be kind of cool definitely be usable considering Gurdurr's access to, powering up Drain Punch, Mach Punch, and Focus Punch, but getting boosts instead of drops from burns is generally too good to pass up.</p>
 
Amateur GP Check

remove add comments

[Overview]

<p>With a poor movepool, stats that are lacking, and almost being required to use Eviolite, it can be tough to find a reason to use Gurdurr over other Fighting types. Gurdurr is neither the strongest, quickest, nor has the highest defenses of the Fighting types in the tier, but he can still set himself apart. Being allowed to use the Eviolite, having access to Drain Punch and Mach Punch, and Guts are all good reasons to use Gurdurr. The idea is to almost play him as a mini Conkeldurr. If you're looking for a poke who can rip the opponent's team apart with his sheer power, then this is not the guy for you. But, if you're looking for someone who can take hits and retaliate, then Gurdurr can be used well is a good option on your team.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]

<p>Bulk Up greatly helps Gurdurr, increasing his Attack and Defense to let him live longer and hit harder. Drain Punch is especially useful, as Gurdurr won't even have Leftovers to restore his health. Payback is the primary option so he can take on Ghosts better. Stone Edge can be useful to hit Flying types such as Honchkrow or Moltres. Mach Punch is useful to hit those pokes who are faster than you and have little health left. Eviolite is the required item as Gurdurr will have unappealing defenses without it. Guts is useful to take on random Scalds and and gain power from it. Careful as well as max HP and Special Defense are to boost the defensive half that doesn't benefit from Bulk Up. Not to mention Gurdurr's Special Defense just plain sucks without investment.</p>

[ADDITIONAL COMMENTS]

<p>While Guts helps to beat Ghosts, it would still like support to beat Sableye and Cofagrigus. Entei or Emboar thus make good teammates, as they can come in on a Will-o-wisp and punish Sableye with a Choice Band boosted Flare Blitz. Swellow is also a good teammate because it's the perfect counter to Sableye. It eats up Will-o-wisps and is immune to Night Shade. Gurdurr is also stopped dead by Qwilfish and Gligar. Cryonogal makes a good teammate in this respect regard because it can scare off Gligar and can spin away any hazards that Qwilfish might want to set up. Galvantula can also deal with the aforementioned threats with a Hidden Power Ice or STAB Thunder.</p>

<p>Toxic or Toxic Spikes can severly shorten Gurdurr's life. A grounded Poison type or a Rapid Spinner can help with the latter. Again, Cryonogal is a useful teammate, spinning away Toxic Spikes that, while giving Gurdurr more power, would make him die much quicker more quickly. A Heal Beller or a Poison-type can be helpful to eradicate or prevent Gurdurr from getting poisoned. Skuntank makes an exceptional teammate for this, as he can take a Toxic or soak up Toxic Spikes. Also, most Skuntank carry Pursuit which is useful to put Alakazam and other quick, frail Psychic types in a checkmate position. As far as Heal Bellers go, Clefable or Audino can work, but neither of them share synergy with Gurdurr.</p>

[Other Options]

<p>Gurdurr has many other options available, it's just that to use them would be to be outclassed by another Fighting type. Gurdurr could use a Guts set with a status orb, Facade, Drain Punch, Mach Punch, and Payback, but it would leave Gurdurr outclassed by Hariyama and without due to the lack of Eviolite. With Gurdurr, there's a choice of using an Eviolite and having good defenses and the ability to use other sets, or not using an Eviolite and having pitiful defenses.</p>

<p>A Substitute set could work with Focus Punch, but it would leave Gurdurr without Drain Punch or Mach Punch, and the use of; access to both those moves is one of the things that sets it apart.</p>

<p>A Choice Band set might work, but it would be very outclassed by just about every Fighting type in the game.</p>

[Checks and Counters]

<p>Qwilfish with Intimidate can set up hazards on Gurdurr with impunity. Gligar can Toxic, Taunt, Roost, Earthquake, and set up rocks on Gurdurr, while only fearing a non-STAB Payback in return. Toxic damage can rack up a lot without Leftovers to offset the damage a little bit. If Gurdurr picks Payback, then Honchkrow can come in and Brave Bird. If Gurdurr picks Stone Edge, then Alakazam can come in and fire off powerful Psychics.</p>

[Dream World]

<p>Iron Fist would be kind of cool, powering up Drain Punch, Mach Punch, and Focus Punch, but getting boosts instead of drops from Burns is too good to pass up.</p>
 
Your spacing is way off right now. Lots of words are clumped together and sometimes there are no spaces between sentences.

Just thought I'd let you know.
 
Just thought it should be noted that Alazakam and Sableye have both been officially banned from RU, and should thus probably be omitted from the analysis. Sorry to be a bother, but it's better brought up now than later.
 
The 2 GP's together thing created a bit of a mess so I'm just gonna clean it up.

You'll need to get rid of the Sableye and Alakazam stuff, since they're banned now.

Add the stuff in bold
Take out the stuff in Red
Musings in YellowGreen

<p>With a poor movepool, stats that leave much to be desired, and being virtually required to use Eviolite, Gurdurr may seem to pale in comparison to other Fighting-types. Gurdurr is not the strongest, quickest, or bulkiest of the many Fighting-types in the tier, but he can still set himself apart.[SPACE]The capability to use Eviolite,access to STAB Drain Punch and Mach Punch, and one of the best abilities for a physical sweeper, Guts, are all good reasons to use Gurdurr. The idea is to play him as somewhat of a mini Conkeldurr. If you're looking for a[SPACE]Pokemon who can speedily rip the opponent's team apart with immediate sheer power, then Gurdurr is not the guy for you.[SPACE]However, if you're looking for someone who can take hits and retaliate, then Gurdurr is a perfect fit for your team.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]

<p>Bulk Up is perhaps the best boosting move for a bulky sweeper like Gurdurr, increasing his Attack and Defense, letting to let him live longer and hit harder. Drain Punch is especially useful especially as Gurdurr won't even have Leftovers to restore health. Payback is the primary coverage option to allow him to so he can take on Ghost-types better, while Stone Edge hits Flying-types such as Honchkrow and Moltres. Mach Punch enables Gurdurr to pick off faster threats. Eviolite is by far the best item for the immense boost it grants to Gurdurr's defenses. Guts allows Gurdurr to fearlessly take on random Scalds and gain power from a possible burn. Careful as well as max HP and Special Defense EV investment shore up Gurdurr's weaker defense; Bulk Up buffers him on the physical side anyway.</p>

[ADDITIONAL COMMENTS]

<p>While Guts helps to beat Ghost-types,Gurdurr still appreciates support to beat Sableye and Cofagrigus. Entei and Emboar thus make good teammates, as they can come in on Will-O-Wisp and retaliate counter with a Choice Band-boosted STAB Flare Blitz. Swellow, the perfect counter to Sableye, is naturally also a good teammate; it comfortably sponges Will-O-Wisps due to its own Guts and is immune to Night Shade. Furthermore, Gurdurr is stopped dead by Qwilfish and Eviolite Gligar. Cryogonal makes a good teammate in this respect because it he/she can scare off Gligar and Rapid Spin away hazards that Qwilfish may set up. Galvantula can also deal with the aforementioned threats with Hidden Power Ice or STAB Thunder.</p>

<p>Toxic or Toxic Spikes can severely shorten Gurdurr's life; cleric support can heal Gurdurr of the former, while a grounded Poison-type or a Rapid Spinner can help with the latter. Again, Cryonogal is a useful teammate, spinning away Toxic Spikes that, while giving Gurdurr more power, makes him die much sooner more quickly. Skuntank also makes an exceptional teammate too, as he is immune to can take a Toxic and can or soak up Toxic Spikes. He can also utilize Pursuit to put Alakazam and other quick, frail Psychic-types which can be a problem for Gurdurr? in a checkmate position. As far as clerics go, Clefable and Audino are usable, but neither of them share much synergy with Gurdurr.</p>

[Other Options]

<p>Gurdurr has many other options, but is outclassed by other another Fighting-types in these many of these roles. For example, while Gurdurr is capable of running a Guts set with a status orb, Facade, Drain Punch, Mach Punch, and Payback, he is outclassed in this by Hariyama,[SPACE]and suffers greatly from the loss of Eviolite. In general, Gurdurr has to choose between good bulk courtesy of Eviolite or offensive boosts from other items (and pitiful defenses). A Substitute + Focus Punch set could be viable, but this would leave Gurdurr without Drain Punch or Mach Punch, and access to both those moves is one of the things that sets him apart. Finally, a Choice Band set could be viable, but such a set would be he would be very outclassed by just about every Fighting-type in the game.</p>

[Checks and Counters]

<p>Qwilfish with Intimidate can set up hazards on Gurdurr with impunity. Gligar can Toxic, Taunt, or lay Stealth Rock while only fearing a non-STAB Payback from Gurdurr; Toxic damage severely reduces Gurdurr's longevity, can rack up particularly without Leftovers to offset this at least slightly. If Gurdurr picks Payback, Honchkrow can come in and threaten with Brave Bird, while if Gurdurr picks Stone Edge, then Alakazam can switch in and fire off powerful Psychics. Payback doesn't double on the switch anymore, so a super-effective Payback is actually the same as a neutral Stone Edge. Not that it matters since Alakazam just got banned.</p>

[Dream World]

<p>Iron Fist would definitely be usable considering Gurdurr's access to Drain Punch, Mach Punch, and Focus Punch, but getting Attack boosts instead of drops from burns is generally too good to pass up.</p>


And yeah this is a third amateur check now.
 
Just thought it should be noted that Alazakam and Sableye have both been officially banned from RU, and should thus probably be omitted from the analysis. Sorry to be a bother, but it's better brought up now than later.
Well so they are. Updated.

Edit: Also updated from the third amateur GP check
 
Deletions
Additions / Corrections
Comments


[Overview]

<p>With a poor movepool, stats that
leave much to be desired, and being virtually required to use Eviolite, Gurdurr may seem to pale in comparison to other Fighting-types in RU; Gurdurr he is not the strongest, quickest, or bulkiest of the many Fighting-types in the tier, but he can still set himself apart. The capability ability to use Eviolite, andaccess to STAB Drain Punch and Mach Punch, and as well as one of the best abilities for a physical sweeper, Guts, are all good reasons to use Gurdurr. The idea is to play him as somewhat of a mini Conkeldurr. If you're looking for a Pokemon who can speedily rip the opponent's team apart with immediate power, then Gurdurr is not the guy for you. However, if you're looking for you needsomeone who can take hits and retaliate strongly, look no further; then Gurdurr is a the perfect fit for your team.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]

<p>Bulk Up
is perhaps the best boosting move for a bulky sweeper like Gurdurr, increasing his Attack and Defense; in conjunction with the recovery afforded by Drain Punch, this will let him live longer and hit harder. Drain Punch is especially useful as Gurdurr won't doesn't even have Leftovers to restore health. Payback is the primary coverage option to allow him to take on Ghost-types better, while Stone Edge hits Flying-types such as Honchkrow and Moltres. Mach Punch enables Gurdurr to pick off faster threats, giving him useful priority and hitting pretty hard after a Bulk Up boost. Eviolite is by far the best item for the immense boost it grants to Gurdurr's defenses. Guts allows Gurdurr to fearlessly take on random Scalds and gain power from a possible burn. Careful as well as max HP and Special Defense EV investment shore up Gurdurr's weaker defense; Bulk Up buffers him on the physical side anyway.</p> (Write about stuff the ability, EV spread, nature, items, etv in AC - read the Analysis Formatting Guide for more particular details.)

[ADDITIONAL COMMENTS]

<p>
A Careful nature as well as max HP and Special Defense EV investment shore up Gurdurr's weaker defense; Bulk Up buffers him on the physical side anyway. Eviolite is by far the best item for the immense boost it grants to Gurdurr's defenses. Guts is the preferred ability, as it allows Gurdurr to fearlessly take on random Scalds and gain power from a possible burn. While Guts helps to beat Ghost-types, Gurdurr still appreciates support to beat Cofagrigus and other bulky Ghost-types. (this sentence was a bit confusing - you said Guts helps Gurdurr to beat Ghost-types, but now you say it needs support to beat Cofagrigus and other bulky Ghost-types. Can you reword this - I can go over the change later.) Entei and Emboar thus make good teammates, as they can come in on Will-O-Wisp and retaliate with a Choice Band-boosted STAB Flare Blitz. Furthermore, Gurdurr is stopped dead by Qwilfish and Eviolite Gligar. Cryogonal makes a good teammate in this respect because it can scare off Gligar and Rapid Spin away the hazards that Qwilfish may set up. Galvantula can also deal with the aforementioned threats with Hidden Power Ice or and STAB Thunder.</p>

<p>Toxic or Toxic Spikes can severely shorten Gurdurr's life
; cleric support can heal Gurdurr of the former, while a grounded Poison-type or a Rapid Spin user can help with the latter. Again, Cryonogal is a useful teammate, spinning away Toxic Spikes that, while giving Gurdurr more power, makes him die much sooner. Skuntank also makes an exceptional teammate, as he is immune to Toxic and can soak up Toxic Spikes. He can also utilize Pursuit to put quick, frail Psychic-types in a checkmate position. As far as clerics go, Clefable and Audino are usable, but neither of them share much synergy with Gurdurr.</p>

[Other Options]

<p>Gurdurr has many other options
, but is outclassed by other Fighting-types in these roles. For example, while Gurdurr is capable of running a Guts set with a status orb, Facade, Drain Punch, Mach Punch, and Payback, he is outclassed in this by Hariyama, and suffers greatly from the loss of Eviolite. In general, Gurdurr has to choose between good bulk courtesy of Eviolite or offensive boosts from other items (and pitiful defenses). A Substitute + Focus Punch set could be viable, but this would leave Gurdurr without Drain Punch or Mach Punch, and access to both those moves is one of the things that sets him apart. Finally, a Choice Band set could be viable, but such a set would be very outclassed completely by just about every Fighting-type in the game.</p>

[Checks and Counters]

<p>Qwilfish with Intimidate can set up hazards on Gurdurr with impunity, taking little damage from even its boosted attacks. Gligar can Toxic, Taunt,
or lay Stealth Rock while only fearing a non-STAB Payback from Gurdurr; Toxic damage severely reduces his longevity, particularly without Leftovers to offset this at least slightly. If Gurdurr picks Payback, Honchkrow can come in and threaten with Brave Bird, while if Gurdurr picks Stone Edge is used, then Psychic-types can switch in and fire off powerful Psychics can check it with admirable ease, KOing with their STAB attacks.</p> (in this regard, please mention Gallade; it resists both Drain Punch and Stone Edge, and doesn't take too much from Payback while dealing heavy damage with Psycho Cut.)

[Dream World]

<p>Iron Fist would
definitely be usable considering Gurdurr's access to Drain Punch, Mach Punch, and Focus Punch, but getting Attack boosts from burns and other status is generally too good to pass up.</p>




GP 2 / 2

Note to mod uploading this:
you can upload this as soon as athleteandy1 makes the changes, as I might not be around to go over the subjective changes I asked him to make in my check - I can always check it in SCMS later.
 
Deletions
Additions / Corrections
Comments


[Overview]

<p>With a poor movepool, stats that
leave much to be desired, and being virtually required to use Eviolite, Gurdurr may seem to pale in comparison to other Fighting-types in RU; Gurdurr he is not the strongest, quickest, or bulkiest of the many Fighting-types in the tier, but he can still set himself apart. The capability ability to use Eviolite, andaccess to STAB Drain Punch and Mach Punch, and as well as one of the best abilities for a physical sweeper, Guts, are all good reasons to use Gurdurr. The idea is to play him as somewhat of a mini Conkeldurr. If you're looking for a Pokemon who can speedily rip the opponent's team apart with immediate power, then Gurdurr is not the guy for you. However, if you're looking for you needsomeone who can take hits and retaliate strongly, look no further; then Gurdurr is a the perfect fit for your team.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Drain Punch
move 3: Payback / Stone Edge
move 4: Mach Punch
item: Eviolite
ability: Guts
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

[SET COMMENTS]

<p>Bulk Up
is perhaps the best boosting move for a bulky sweeper like Gurdurr, increasing his Attack and Defense; in conjunction with the recovery afforded by Drain Punch, this will let him live longer and hit harder. Drain Punch is especially useful as Gurdurr won't doesn't even have Leftovers to restore health. Payback is the primary coverage option to allow him to take on Ghost-types better, while Stone Edge hits Flying-types such as Honchkrow and Moltres. Mach Punch enables Gurdurr to pick off faster threats, giving him useful priority and hitting pretty hard after a Bulk Up boost. Eviolite is by far the best item for the immense boost it grants to Gurdurr's defenses. Guts allows Gurdurr to fearlessly take on random Scalds and gain power from a possible burn. Careful as well as max HP and Special Defense EV investment shore up Gurdurr's weaker defense; Bulk Up buffers him on the physical side anyway.</p> (Write about stuff the ability, EV spread, nature, items, etv in AC - read the Analysis Formatting Guide for more particular details.)

[ADDITIONAL COMMENTS]

<p>
A Careful nature as well as max HP and Special Defense EV investment shore up Gurdurr's weaker defense; Bulk Up buffers him on the physical side anyway. Eviolite is by far the best item for the immense boost it grants to Gurdurr's defenses. Guts is the preferred ability, as it allows Gurdurr to fearlessly take on random Scalds and gain power from a possible burn. While Guts helps to beat Ghost-types, Gurdurr still appreciates support to beat Cofagrigus and other bulky Ghost-types. (this sentence was a bit confusing - you said Guts helps Gurdurr to beat Ghost-types, but now you say it needs support to beat Cofagrigus and other bulky Ghost-types. Can you reword this - I can go over the change later.) Entei and Emboar thus make good teammates, as they can come in on Will-O-Wisp and retaliate with a Choice Band-boosted STAB Flare Blitz. Furthermore, Gurdurr is stopped dead by Qwilfish and Eviolite Gligar. Cryogonal makes a good teammate in this respect because it can scare off Gligar and Rapid Spin away the hazards that Qwilfish may set up. Galvantula can also deal with the aforementioned threats with Hidden Power Ice or and STAB Thunder.</p>

<p>Toxic or Toxic Spikes can severely shorten Gurdurr's life
; cleric support can heal Gurdurr of the former, while a grounded Poison-type or a Rapid Spin user can help with the latter. Again, Cryonogal is a useful teammate, spinning away Toxic Spikes that, while giving Gurdurr more power, makes him die much sooner. Skuntank also makes an exceptional teammate, as he is immune to Toxic and can soak up Toxic Spikes. He can also utilize Pursuit to put quick, frail Psychic-types in a checkmate position. As far as clerics go, Clefable and Audino are usable, but neither of them share much synergy with Gurdurr.</p>

[Other Options]

<p>Gurdurr has many other options
, but is outclassed by other Fighting-types in these roles. For example, while Gurdurr is capable of running a Guts set with a status orb, Facade, Drain Punch, Mach Punch, and Payback, he is outclassed in this by Hariyama, and suffers greatly from the loss of Eviolite. In general, Gurdurr has to choose between good bulk courtesy of Eviolite or offensive boosts from other items (and pitiful defenses). A Substitute + Focus Punch set could be viable, but this would leave Gurdurr without Drain Punch or Mach Punch, and access to both those moves is one of the things that sets him apart. Finally, a Choice Band set could be viable, but such a set would be very outclassed completely by just about every Fighting-type in the game.</p>

[Checks and Counters]

<p>Qwilfish with Intimidate can set up hazards on Gurdurr with impunity, taking little damage from even its boosted attacks. Gligar can Toxic, Taunt,
or lay Stealth Rock while only fearing a non-STAB Payback from Gurdurr; Toxic damage severely reduces his longevity, particularly without Leftovers to offset this at least slightly. If Gurdurr picks Payback, Honchkrow can come in and threaten with Brave Bird, while if Gurdurr picks Stone Edge is used, then Psychic-types can switch in and fire off powerful Psychics can check it with admirable ease, KOing with their STAB attacks.</p> (in this regard, please mention Gallade; it resists both Drain Punch and Stone Edge, and doesn't take too much from Payback while dealing heavy damage with Psycho Cut.)

[Dream World]

<p>Iron Fist would
definitely be usable considering Gurdurr's access to Drain Punch, Mach Punch, and Focus Punch, but getting Attack boosts from burns and other status is generally too good to pass up.</p>




GP 2 / 2

Note to mod uploading this:
you can upload this as soon as athleteandy1 makes the changes, as I might not be around to go over the subjective changes I asked him to make in my check - I can always check it in SCMS later.
Updated. Finally done.
 

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